Celestial Spirit Magic

Primary Magic: Celestial Spirit MagicSecondary Magic: --Caster or Holder: HolderDescription: Celestial Spirit Magic is a holder type magic with a long tradition of contractual arrangements between the holder of a Spirit Gate Key, and the Celestial Spirit it is linked to. As many constellations are in the sky is as many keys that exist, so it's no surprise that they are a recognizable type of magic, and keys are often owned by wealthy civilians as expensive, exotic pets. The usual Celestial Gate Key is silver, though there exists still 12 Golden Keys, each one belonging to a Zodiac Spirit with unique and powerful magic.

All things considered, Killian is a very typical Celestial Spirit Mage. They use their Spirits as their preliminary line of attack and defense. Since thry aren't innately strong they try not to get involved in the conflict unless their Spirit is in real danger, or is about to be dealt an exceedingly painful blow. Killian understands Celestial Spirits are individuals with feelings, even immortals feel pain and thusly he won't push a Spirit to continue if they get hurt. He's the sort of guy to treat his Spirits as friends, though he can only support then so much.Strengths:

Allows him to summon powerful allies to fight for him.

Long combat sustainability, each Spirit can hold their own.

Telepathic uplink between himself and the spirit's he's contracted allows for tactical advice where needed, and the issuing of silent orders.

Weaknesses:

Provides very little aside the Spirits themselves with which to defend the Holder.

If Holder is KO'd the Spirits are dismissed, except in special circumstances.

Without the keys, Killian is worthless.

Aforementioned Telepathic link can be hacked by Telepaths, and is otherwise liable to distract him if too many people are talking at once.

Lineage:

Aspect of Pluto:

Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a darkness spell to nullify it(max S-rank).Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.

Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.

Unique Abilities:

Spirit Friend: Once per thread, a Spirit he owns the key to can summon itself from the Celestial Spirit world to tank a single attack he would otherwise be unable to avoid without his prompting, even if he lacks the key to do it. This can be done for free, in which case it is immediately dismissed and put on cooldown. Otherwise, he can pay it's cost and have it continue the battle as normal, subtracting the appropriate sum of damage.

Spirit Clothes: He wears exclusively fabric from the Celestial Spirit world, which allows him to take 10% (+5% per rank above D capping at 25% at A) reduced damage from attacks aimed at him. This damage reduction does not pass along to his spirits, and doesn't apply to attacks from those native to the Celestial Spirit World. This doesn't stack with Armor Equipment, but does with spells.

Slightly Corrupt: All spells cast by his Celestial Spirits, if elemental, can only be eaten by God Slayers. They also have 30% additional resistance to Dark Elemental damage, and Dark Elemental Spells cost 5% more to target them. This effectively passes Killian's Lineage benefits to those who benefit more. This doesn't affect Golden Keys.

Spells:

Name: Lepus, Gate of the HareRank: DType: Summon - Silver KeyDuration: 3 PostsCooldown: 4 PostsDescription: Lepus is an upbeat hyperactive, edgy coolkid who likes obscure, outdated Celestial Spirit things. His specialization is agility and offense, using high mobility as a Hare Anthro to avoid his foes' line of attacks and sometimes line of vision, and deliver devastating kicks from strange angles.Strengths:

Highly Mobile Attack Spirit.

Exceptional Leg Strength.

Weaknesses:

Is relatively annoying, and prone to disobeying orders in order to do 'something cooler'.

Pretty Weak and Frail upper body.

Relies solely on Melee attacks.

Abilities:

Jump (Active - Holding Back Mobility)Lepus is able to execute a useful albeit short teleportation effect. He can teleport within 10 meters of his location. This lets him change his direction and orientation in any way and reduce his velocity but not increase it. He can carry anyone who is in contact with him (up to a gang of 5 people), but increases the cooldown by 1 post for each person, and requires permission to do so.Duration: InstantCooldown: Once per post

Strong Legs (Passive)As with most any hare, he has incredibly strong legs. His footspeed, jump height, and kick damage are all increased by 25%, but his upper body takes 25% more damage, and his arms can only lift 75% of typical capacity.

Appearance:

Key Appearance:

Name: Leo Minor, Gate of the Lesser LionRank: DType: Summon - Silver KeyDuration: 3 PostsCooldown: 4 PostsDescription: Kind of a bratty Celestial Spirit from a noble family in the Celestial Spirit world. He is Zodiac Spirit Leo's younger brother and thusly commands an amount of respect and authority over other silver keys. His attitude needs adjustment, but his combat skills make it worth tolerating him, at least for now.Strengths:

Can draw strength from the Regulus just like his big bro, though not as well.

Weaknesses:

Grating superiority complex and a tendency to call his own shots, if not Killian's as well.

Attacks are bright, and may attract unwanted attention, or blind allies.

Light of the Regulus (Passive)His attacks, whether or not O' Regulus is active create a bright flash in impact. Anyone looking at it directly without eye protection (like sunglasses) will be 'Blinded' for a post, reducing their odds of striking with non-homing, non-AOE spells and attacks by 50%, and narratively making it very difficult to see things. Half as effective against C rank targets, and no effect above this. This effect has a 2 post internal cooldown per individual.

Appearance:

Key Appearance:

Name: Saggita, Gate of the ArrowRank: DType: Summon - Silver KeyDuration: 3 PostsCooldown: 4 PostsDescription: Saggita is a Celestial Spirit that is effectively an 'arrow' which acts very similarly to a non-sentient weapon, though is in fact a sentient being with thoughts and feelings. Despite this fact, it takes the form and function of a magical spear, with a cluster of feathers hanging off one end. It grants it's wielder proficiency, mostly by re-aiming their strikes.Strengths:

Makes up for the wielder's lack of skill by doing the fighting for them.

Can be wielded by anyone Killian wishes, not just Killian. It also picks and chooses who can wield it by making attacks miss.

Weaknesses:

Lacks majority of combat power without a wielder.

Still counts toward total summons, despite being equipment.

Sometimes disagrees with Killian on who should wield it.

Abilities:

Vector Thrust (Active - Single Target Instant)When thrown or launched, or sometimes simply when released from a grip, Saggita will lock onto a designated target within 60 meters, and follow a lightning-like path to them enhancing speed to about 45 meters/second (approximate 100 mph) becoming a magical arrow of light (albeit it's non-elemental). It strikes for 20 damage like this, then flies back to the wielder.Duration: InstantCooldown: 2 Posts

Flight of the Arrow (Passive)Saggita can fly, and thusly be used as a mount. Saggita is able to fly very swiftly, not only flying at spell-like speeds, but actually flying 25% faster than that while mounted (~57 m/s). While not mounted,it's flight speed outside of Vector Thrust is reduced by 25% (~32 m/s).

Appearance:

Name: Canes Venatici, Gate of the Hunting DogsRank: DType: Summon - Silver KeyDuration: 3 Posts Cooldown: 5 PostsDescription: Canes Venatici is a multiplicity of summons in a single summon, calling forth 6 attack dogs which fight for the summoner. Each one only has a sixth of the HP of a full summon of the same rank (each having about 8 HP), but their power is none the worse for wear. The lot of them are varied in personality and looks, but they are all hound-like in appearance. It is to be noted that there are an incredibly large number of Hunting Dogs in the Celestial Spirit World, and this summons six of them in a seemingly random combination. Sometimes it doesn't go so well, other times it goes almost too well.Strengths:

Grants immediate numbers advantage to the Summoner.

Only counts as one summon.

Swarm Tactics make them a menace to enemies in any scenario.

Weaknesses:

Individuals are very frail.

Many personalities means some personalities clash as well. It's only natural.

They are easily tricked by dog things like fetch and belly rubs, if one thinks to play that way.

Area of Effect Spells can thin their numbers very quickly. Even if you can't get them all with one spell, their swarm tactics will falter if they can't swarm.

Abilities:

Pack Tactics (Active - Single Target Immobility)The biggest three of the six dogs attack and latch onto a foe, holding down their legs and shoulders. Even if they don't fall prone from the weight, this tactic will immobilize them for a few precious seconds. Half as effective against C-rank targets, and wholly ineffectual against targets ranking any higher.Duration: 1 PostCooldown: 5 Posts

Pack Attack (Passive)This summon is six dogs at once. They can attack six different targets in a single round for full damage, or gang up on targets for 25% additional damage per hound involved (up to +150% additional damage to one target). This only counts for physical body melee attacks (meaning up to 12 damage to a single foe if they all hit), and is counted as 6 separate attacks, meaning some will likely be avoided regardless. This ability comes at the cost of their individual durability, which, in their large numbers makes them easy to wipe even with low tier Area of Effect Spells.

General Appearance:

Key Appearance:

Name: Andromeda, Gate of the Chained LadyRank: Scales with User up to S (Signature)Type: Summon - Black Key (Unknown)Duration: 3 PostsCooldown: None (Signature)Description: Andromeda was once known as the Spirit King's Daughter, The Princess. Her power was great, it was said that anyone contracted to her was destined for victory. However, she was haughty: Her confidence in her power made her overconfident. She staged a coup against the current Celestial Spirit King, her father, in an attempt to usurp his throne early, and yet with no backing from her peers, she was cast out from the Celestial Spirit World for her treachery.

Andromeda was left to eventually perish in the human world, her vast power was enough to sustain her for many years. During this time, she could only feel regret for her actions. All the while she discovered life as a mortal being, the bonds of friendship the humans developed with one another. She made her way in the world by joining a Mage Guild, and became a member of a human family. Over the years, her power grew weaker and weaker and yet all she wanted to do was keep helping her friends at the guild, most importantly, one who she considered her lover. In her desperation to keep on living, she saught a means to regain her status as a Celestial Spirit.

And she discovered one, but it was an elementally dark ritual which entailed forging a contract with the night sky. She looked past the dangers of the ritual for the sake of her lover, and followed through. This ritual would bind her to the sky in shackles of darkness, turning her into a constellation, one which did not reside in the Spirit World, yet fed on Celestial Energy. The only way she could be released from these shackles was if her lover unlocked them with the Black Key that became her medium. All of this was acceptable to her. What she didn't anticipate was the ritual transforming her into something otherworldly, something which was awe-inspiring, yet terrified her lover.

Try as she might to explain how little it changed her, her lover could not overcome his fear and pity, and so he refused to summon her, tossing her key in a lake. This left her alone for decades, even centuries, until this black key was found by a young boy who was drowning in the lake. Ever since Andromeda saved his life, Killian has considered her his best friend, or maybe closer to a soul mate. He looks past her visage to see who she really is, and encourages others to do so.Strengths:

While the Night Sky periodically pulls her back, she can be called back almost instantly and keep fighting, good as new.

No Celestial Spirits will recognise her, so anyone can only guess her power set.

Weaknesses:

Less effective against light element users.

If KO'd, needs 5 posts of cooldown to regain her full strength.

Easily misunderstood by people, on account of looking like a glowing shadow monster

Ability:

Void (Active - Area Signature Offensive)Andromeda generates a large ball of darkness emulating the void of space which sucks nearby foes into it with considerable force, akin to a black hole. Enemies within 30 meters will be sucked into the void and suffer 10 dark-elemental damage each unless they can move at or above 22.5 meters/second to resist it's pull effect (or alternatively catch themselves on something sturdy). This ball will also absorb environmental factors like gas or water if sufficiently finite (it can clear out a room full of water or poison gas, but couldn't drain a lake or similarly large body of gas). She can also hurl this ball to alter where the epicenter of the movement effect is, and if she does, she can throw it up to 30 meters away at 22.5 meters/second. She can designate who and what is and isn't affected by Void's pull. When the spell ends it collapses in on itself and blinks out like a flicker of light. This spell can be disassembled with a light elemental spell of similar rank.Duration: InstantCooldown: Once Per Post

Primary Magic: Celestial Spirit MagicSecondary Magic: --Caster or Holder: HolderDescription: Celestial Spirit Magic is a holder type magic with a long tradition of contractual arrangements between the holder of a Spirit Gate Key, and the Celestial Spirit it is linked to. As many constellations are in the sky is as many keys that exist, so it's no surprise that they are a recognizable type of magic, and keys are often owned by wealthy civilians as expensive, exotic pets. The usual Celestial Gate Key is silver, though there exists still 12 Golden Keys, each one belonging to a Zodiac Spirit with unique and powerful magic.

All things considered, Killian is a very typical Celestial Spirit Mage. They use their Spirits as their preliminary line of attack and defense. Since thry aren't innately strong they try not to get involved in the conflict unless their Spirit is in real danger, or is about to be dealt an exceedingly painful blow. Killian understands Celestial Spirits are individuals with feelings, even immortals feel pain and thusly he won't push a Spirit to continue if they get hurt. He's the sort of guy to treat his Spirits as friends, though he can only support then so much.Strengths:

Allows him to summon powerful allies to fight for him.

Long combat sustainability, each Spirit can hold their own.

Telepathic uplink between himself and the spirit's he's contracted allows for tactical advice where needed, and the issuing of silent orders.

Weaknesses:

Provides very little aside the Spirits themselves with which to defend the Holder.

If Holder is KO'd the Spirits are dismissed, except in special circumstances.

Without the keys, Killian is worthless.

Aforementioned Telepathic link can be hacked by Telepaths, and is otherwise liable to distract him if too many people are talking at once.

Lineage:

Aspect of Pluto:

Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a darkness spell to nullify it(max S-rank).Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.

Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.

Unique Abilities:

Spirit Friend: Once per thread, a Spirit can summon itself from the Celestial Spirit world to tank a single attack he would otherwise be unable to avoid without his prompting, even if he lacks the key to do it. This can be done for free, in which case it is immediately dismissed and put on cooldown. Otherwise, he can pay it's cost and have it continue the battle as normal, subtracting the appropriate sum of damage. Please state you can only summon a spirit for this if you own its key, just as a simple formality

Spirit Clothes: He wears exclusively fabric from the Celestial Spirit world, which allows him to take 10% (+5% per rank above D capping at 30 at S) reduced damage from attacks aimed at him. This damage reduction does not pass along to his spirits, and doesn't apply to attacks from those native to the Celestial Spirit World. This doesn't stack with Armor Equipment, but does with spells. Please lower the damage reduction to 25%

Slightly Corrupt: All spells cast by his Celestial Spirits, if elemental, can only be eaten by God Slayers. They also have 30% additional resistance to Dark Elemental damage, and Dark Elemental Spells cost 5% more to target them. This effectively passes Killian's Lineage benefits to those who benefit more. Please state that this doesn't affect golden keys.

Spells:

Name: Lepus, Gate of the HareRank: DType: Summon - Silver KeyDuration: 3 PostsCooldown: 4 PostsDescription: Lepus is an upbeat hyperactive, edgy coolkid who likes obscure, outdated Celestial Spirit things. His specialization is agility and offense, using high mobility as a Hare Anthro to avoid his foes' line of attacks and sometimes line of vision, and deliver devastating kicks from strange angles.Strengths:

Highly Mobile Attack Spirit.

Exceptional Leg Strength.

Weaknesses:

Is relatively annoying, and prone to disobeying orders in order to do 'something cooler'.

Pretty Weak and Frail upper body.

Relies solely on Melee attacks.

Abilities:

Jump (Active - Holding Back Mobility)Lepus is able to execute a useful albeit short teleportation effect. He can teleport within 10 meters of his location. This lets him change his direction and orientation in any way and reduce his velocity but not increase it. He can carry anyone who is in contact with him, but increases the cooldown by 1 post for each person, and requires permission to do so. Please cap how many people this can teleport so that small armies aren't in the possibilities Duration: InstantCooldown: Once per post

Strong Legs (Passive)As with most any hare, he has incredibly strong legs. His footspeed, jump height, and kick damage are all increased by 25%, but his upper body takes 25% more damage, and his arms can only lift 75% of typical capacity.

Appearance:

Key Appearance:

Name: Leo Minor, Gate of the Lesser LionRank: DType: Summon - Silver KeyDuration: 3 PostsCooldown: 4 PostsDescription: Kind of a bratty Celestial Spirit from a noble family in the Celestial Spirit world. He is Zodiac Spirit Leo's younger brother and thusly commands an amount of respect and authority over other silver keys. His attitude needs adjustment, but his combat skills make it worth tolerating him, at least for now.Strengths:

Can draw strength from the Regulus just like his big bro, though not as well.

Weaknesses:

Grating superiority complex and a tendency to call his own shots, if not Killian's as well.

Attacks are bright, and may attract unwanted attention, or blind allies.

Abilities:

O' Regulus, Lend Me Your Might (Active - Channeled Offensive)A buffing spell which surrounds his body in a bright glow, boosting his physical damage output to be on par with a channeled spell. His melee attacks deal 10 damage per strike. The ten damage per strike is with this active correct?Duration: 3 PostsCooldown: 4 Posts

Light of the Regulus (Passive)His attacks, whether or not O' Regulus is active create a bright flash in impact. Anyone looking at it directly without eye protection (like sunglasses) will be 'Blinded' for a post, reducing their odds of striking with non-homing, non-AOE spells and attacks by 50%, and narratively making it very difficult to see things. This effect has a 2 post internal cooldown per individual. please note the blinding affect only works completely on his rank, is half as effective one rank above and has no effect two ranks above.

Appearance:

Key Appearance:

Name: Saggita, Gate of the ArrowRank: DType: Summon - Silver KeyDuration: 3 PostsCooldown: 4 PostsDescription: Saggita is a Celestial Spirit that is effectively an 'arrow' which acts very similarly to a non-sentient weapon, though is in fact a sentient being with thoughts and feelings. Despite this fact, it takes the form and function of a magical spear, with a cluster of feathers hanging off one end. It grants it's wielder proficiency, mostly by re-aiming their strikes.Strengths:

Makes up for the wielder's lack of skill by doing the fighting for them.

Can be wielded by anyone Killian wishes, not just Killian. It also picks and chooses who can wield it by making attacks miss.

Weaknesses:

Lacks majority of combat power without a wielder.

Still counts toward total summons, despite being equipment.

Sometimes disagrees with Killian on who should wield it.

Abilities:

Vector Thrust (Active - Single Target Instant)When thrown or launched, or sometimes simply when released from a grip, Saggita will lock onto a designated target within 60 meters, and follow a lightning-like path to them enhancing speed to about 45 meters/second (approximate 100 mph) becoming a magical arrow of light (albeit it's non-elemental). It strikes for 20 damage like this, then flies back to the wielder.Duration: InstantCooldown: 2 Posts

Flight of the Arrow (Passive)Saggita can fly, and thusly be used as a mount. Saggita is able to fly very swiftly, not only flying at spell-like speeds, but actually flying 25% faster than that while mounted (~57 m/s). please add a drawback for the speed increase

Appearance:

Name: Canes Venatici, Gate of the Hunting DogsRank: DType: Summon - Silver KeyDuration: 3 Posts Cooldown: 5 PostsDescription: Canes Venatici is a multiplicity of summons in a single summon, calling forth 6 attack dogs which fight for the summoner. Each one only has a sixth of the HP of a full summon of the same rank (each having about 8 HP), but their power is none the worse for wear. The lot of them are varied in personality and looks, but they are all hound-like in appearance. It is to be noted that there are an incredibly large number of Hunting Dogs in the Celestial Spirit World, and this summons six of them in a seemingly random combination. Sometimes it doesn't go so well, other times it goes almost too well.Strengths:

Grants immediate numbers advantage to the Summoner.

Only counts as one summon.

Swarm Tactics make them a menace to enemies in any scenario.

Weaknesses:

Individuals are very frail.

Many personalities means some personalities clash as well. It's only natural.

They are easily tricked by dog things like fetch and belly rubs, if one thinks to play that way.

Area of Effect Spells can thin their numbers very quickly. Even if you can't get them all with one spell, their swarm tactics will falter if they can't swarm.

Abilities:

Pack Tactics (Active - Single Target Immobility)The biggest three of the six dogs attack and latch onto a foe, holding down their legs and shoulders. Even if they don't fall prone from the weight, this tactic will immobilize them for a few precious seconds. Please detail that the 'stunning' effect only works on the dogs rank, 50% as effective rank above, and no effect two ranks above.

Duration: 1 PostCooldown: 5 Posts

Pack Attack (Passive)This summon is six dogs at once. They can attack six different targets in a single round for full damage, or gang up on targets for 25% additional damage per hound involved (up to +150% additional damage to one target). This only counts for physical body melee attacks (meaning up to 12 damage to a single foe if they all hit), and is counted as 6 separate attacks, meaning some will likely be avoided regardless. This ability comes at the cost of their individual durability, which, in their large numbers makes them easy to wipe even with low tier Area of Effect Spells.

General Appearance:

When attacking multiple targets one must abide by the Mutiple hit spell rules, which is 25% rank in damage, meaning this must be changed to fit in, and 150% is too much of a damage increase even for a single hit spell so I have to ask that be removed.

Key Appearance:

Name: Andromeda, Gate of the Chained LadyRank: Scales with User up to S (Signature)Type: Summon - Black Key (Unknown)Duration: 3 PostsCooldown: None (Signature)Description: Andromeda was once known as the Spirit King's Daughter, The Princess. Her power was great, it was said that anyone contracted to her was destined for victory. However, she was haughty: Her confidence in her power made her overconfident. She staged a coup against the current Celestial Spirit King, her father, in an attempt to usurp his throne early, and yet with no backing from her peers, she was cast out from the Celestial Spirit World for her treachery.

Andromeda was left to eventually perish in the human world, her vast power was enough to sustain her for many years. During this time, she could only feel regret for her actions. All the while she discovered life as a mortal being, the bonds of friendship the humans developed with one another. She made her way in the world by joining a Mage Guild, and became a member of a human family. Over the years, her power grew weaker and weaker and yet all she wanted to do was keep helping her friends at the guild, most importantly, one who she considered her lover. In her desperation to keep on living, she saught a means to regain her status as a Celestial Spirit.

And she discovered one, but it was an elementally dark ritual which entailed forging a contract with the night sky. She looked past the dangers of the ritual for the sake of her lover, and followed through. This ritual would bind her to the sky in shackles of darkness, turning her into a constellation, one which did not reside in the Spirit World, yet fed on Celestial Energy. The only way she could be released from these shackles was if her lover unlocked them with the Black Key that became her medium. All of this was acceptable to her. What she didn't anticipate was the ritual transforming her into something otherworldly, something which was awe-inspiring, yet terrified her lover.

Try as she might to explain how little it changed her, her lover could not overcome his fear and pity, and so he refused to summon her, tossing her key in a lake. This left her alone for decades, even centuries, until this black key was found by a young boy who was drowning in the lake. Ever since Andromeda saved his life, Killian has considered her his best friend, or maybe closer to a soul mate. He looks past her visage to see who she really is, and encourages others to do so.Strengths:

While the Night Sky periodically pulls her back, she can be called back almost instantly and keep fighting, good as new.

No Celestial Spirits will recognise her, so anyone can only guess her power set.

Weaknesses:

Less effective against light element users.

If KO'd, needs 5 posts of cooldown to regain her full strength.

Easily misunderstood by people, on account of looking like a glowing shadow monster

Ability:

Void (Active - Area Signature Offensive)Andromeda generates a large ball of darkness emulating the void of space which sucks nearby foes into it with considerable force, akin to a black hole. Enemies within 30 meters will be sucked into the void and suffer 10 dark-elemental damage each unless they can move at or above 22.5 meters/second to resist it's pull effect (or alternatively catch themselves on something sturdy). This ball will also absorb environmental factors like gas or water if sufficiently finite (it can clear out a room full of water or poison gas, but couldn't drain a lake or similarly large body of gas). She can also hurl this ball to alter where the epicenter of the movement effect is, and if she does, she can throw it up to 30 meters away at 22.5 meters/second. She can designate who and what is and isn't affected by Void's pull. When the spell ends it collapses in on itself and blinks out like a flicker of light. This spell can be disassembled with a light elemental spell of similar rank.Duration: InstantCooldown: Once Per Post

Primary Magic: Celestial Spirit MagicSecondary Magic: --Caster or Holder: HolderDescription: Celestial Spirit Magic is a holder type magic with a long tradition of contractual arrangements between the holder of a Spirit Gate Key, and the Celestial Spirit it is linked to. As many constellations are in the sky is as many keys that exist, so it's no surprise that they are a recognizable type of magic, and keys are often owned by wealthy civilians as expensive, exotic pets. The usual Celestial Gate Key is silver, though there exists still 12 Golden Keys, each one belonging to a Zodiac Spirit with unique and powerful magic.

All things considered, Killian is a very typical Celestial Spirit Mage. They use their Spirits as their preliminary line of attack and defense. Since thry aren't innately strong they try not to get involved in the conflict unless their Spirit is in real danger, or is about to be dealt an exceedingly painful blow. Killian understands Celestial Spirits are individuals with feelings, even immortals feel pain and thusly he won't push a Spirit to continue if they get hurt. He's the sort of guy to treat his Spirits as friends, though he can only support then so much.Strengths:

Allows him to summon powerful allies to fight for him.

Long combat sustainability, each Spirit can hold their own.

Telepathic uplink between himself and the spirit's he's contracted allows for tactical advice where needed, and the issuing of silent orders.

Weaknesses:

Provides very little aside the Spirits themselves with which to defend the Holder.

If Holder is KO'd the Spirits are dismissed, except in special circumstances.

Without the keys, Killian is worthless.

Aforementioned Telepathic link can be hacked by Telepaths, and is otherwise liable to distract him if too many people are talking at once.

Lineage:

Aspect of Pluto:

Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a darkness spell to nullify it(max S-rank).Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.

Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.

Unique Abilities:

Spirit Friend: Once per thread, a Spirit he owns the key to can summon itself from the Celestial Spirit world to tank a single attack he would otherwise be unable to avoid without his prompting, even if he lacks the key to do it. This can be done for free, in which case it is immediately dismissed and put on cooldown. Otherwise, he can pay it's cost and have it continue the battle as normal, subtracting the appropriate sum of damage.

Spirit Clothes: He wears exclusively fabric from the Celestial Spirit world, which allows him to take 10% (+5% per rank above D capping at 25% at A) reduced damage from attacks aimed at him. This damage reduction does not pass along to his spirits, and doesn't apply to attacks from those native to the Celestial Spirit World. This doesn't stack with Armor Equipment, but does with spells.

Slightly Corrupt: All spells cast by his Celestial Spirits, if elemental, can only be eaten by God Slayers. They also have 30% additional resistance to Dark Elemental damage, and Dark Elemental Spells cost 5% more to target them. This effectively passes Killian's Lineage benefits to those who benefit more. This doesn't affect Golden Keys.

Spells:

Name: Lepus, Gate of the HareRank: DType: Summon - Silver KeyDuration: 3 PostsCooldown: 4 PostsDescription: Lepus is an upbeat hyperactive, edgy coolkid who likes obscure, outdated Celestial Spirit things. His specialization is agility and offense, using high mobility as a Hare Anthro to avoid his foes' line of attacks and sometimes line of vision, and deliver devastating kicks from strange angles.Strengths:

Highly Mobile Attack Spirit.

Exceptional Leg Strength.

Weaknesses:

Is relatively annoying, and prone to disobeying orders in order to do 'something cooler'.

Pretty Weak and Frail upper body.

Relies solely on Melee attacks.

Abilities:

Jump (Active - Holding Back Mobility)Lepus is able to execute a useful albeit short teleportation effect. He can teleport within 10 meters of his location. This lets him change his direction and orientation in any way and reduce his velocity but not increase it. He can carry anyone who is in contact with him (up to a gang of 5 people), but increases the cooldown by 1 post for each person, and requires permission to do so.Duration: InstantCooldown: Once per post

Strong Legs (Passive)As with most any hare, he has incredibly strong legs. His footspeed, jump height, and kick damage are all increased by 25%, but his upper body takes 25% more damage, and his arms can only lift 75% of typical capacity.

Appearance:

Key Appearance:

Name: Leo Minor, Gate of the Lesser LionRank: DType: Summon - Silver KeyDuration: 3 PostsCooldown: 4 PostsDescription: Kind of a bratty Celestial Spirit from a noble family in the Celestial Spirit world. He is Zodiac Spirit Leo's younger brother and thusly commands an amount of respect and authority over other silver keys. His attitude needs adjustment, but his combat skills make it worth tolerating him, at least for now.Strengths:

Can draw strength from the Regulus just like his big bro, though not as well.

Weaknesses:

Grating superiority complex and a tendency to call his own shots, if not Killian's as well.

Attacks are bright, and may attract unwanted attention, or blind allies.

Light of the Regulus (Passive)His attacks, whether or not O' Regulus is active create a bright flash in impact. Anyone looking at it directly without eye protection (like sunglasses) will be 'Blinded' for a post, reducing their odds of striking with non-homing, non-AOE spells and attacks by 50%, and narratively making it very difficult to see things. Half as effective against C rank targets, and no effect above this. This effect has a 2 post internal cooldown per individual.

Appearance:

Key Appearance:

Name: Saggita, Gate of the ArrowRank: DType: Summon - Silver KeyDuration: 3 PostsCooldown: 4 PostsDescription: Saggita is a Celestial Spirit that is effectively an 'arrow' which acts very similarly to a non-sentient weapon, though is in fact a sentient being with thoughts and feelings. Despite this fact, it takes the form and function of a magical spear, with a cluster of feathers hanging off one end. It grants it's wielder proficiency, mostly by re-aiming their strikes.Strengths:

Makes up for the wielder's lack of skill by doing the fighting for them.

Can be wielded by anyone Killian wishes, not just Killian. It also picks and chooses who can wield it by making attacks miss.

Weaknesses:

Lacks majority of combat power without a wielder.

Still counts toward total summons, despite being equipment.

Sometimes disagrees with Killian on who should wield it.

Abilities:

Vector Thrust (Active - Single Target Instant)When thrown or launched, or sometimes simply when released from a grip, Saggita will lock onto a designated target within 60 meters, and follow a lightning-like path to them enhancing speed to about 45 meters/second (approximate 100 mph) becoming a magical arrow of light (albeit it's non-elemental). It strikes for 20 damage like this, then flies back to the wielder.Duration: InstantCooldown: 2 Posts

Flight of the Arrow (Passive)Saggita can fly, and thusly be used as a mount. Saggita is able to fly very swiftly, not only flying at spell-like speeds, but actually flying 25% faster than that while mounted (~57 m/s). While not mounted,it's flight speed outside of Vector Thrust is reduced by 25% (~32 m/s).

Appearance:

Name: Canes Venatici, Gate of the Hunting DogsRank: DType: Summon - Silver KeyDuration: 3 Posts Cooldown: 5 PostsDescription: Canes Venatici is a multiplicity of summons in a single summon, calling forth 6 attack dogs which fight for the summoner. Each one only has a sixth of the HP of a full summon of the same rank (each having about 8 HP), but their power is none the worse for wear. The lot of them are varied in personality and looks, but they are all hound-like in appearance. It is to be noted that there are an incredibly large number of Hunting Dogs in the Celestial Spirit World, and this summons six of them in a seemingly random combination. Sometimes it doesn't go so well, other times it goes almost too well.Strengths:

Grants immediate numbers advantage to the Summoner.

Only counts as one summon.

Swarm Tactics make them a menace to enemies in any scenario.

Weaknesses:

Individuals are very frail.

Many personalities means some personalities clash as well. It's only natural.

They are easily tricked by dog things like fetch and belly rubs, if one thinks to play that way.

Area of Effect Spells can thin their numbers very quickly. Even if you can't get them all with one spell, their swarm tactics will falter if they can't swarm.

Abilities:

Pack Tactics (Active - Single Target Immobility)The biggest three of the six dogs attack and latch onto a foe, holding down their legs and shoulders. Even if they don't fall prone from the weight, this tactic will immobilize them for a few precious seconds. Half as effective against C-rank targets, and wholly ineffectual against targets ranking any higher.Duration: 1 PostCooldown: 5 Posts

Pack Attack (Passive)This summon is six dogs at once. They can attack six different targets in a single round for full damage, or gang up on targets for 25% additional damage per hound involved (up to +150% additional damage to one target). This only counts for physical body melee attacks (meaning up to 12 damage to a single foe if they all hit), and is counted as 6 separate attacks, meaning some will likely be avoided regardless. This ability comes at the cost of their individual durability, which, in their large numbers makes them easy to wipe even with low tier Area of Effect Spells.

General Appearance:

Key Appearance:

Name: Andromeda, Gate of the Chained LadyRank: Scales with User up to S (Signature)Type: Summon - Black Key (Unknown)Duration: 3 PostsCooldown: None (Signature)Description: Andromeda was once known as the Spirit King's Daughter, The Princess. Her power was great, it was said that anyone contracted to her was destined for victory. However, she was haughty: Her confidence in her power made her overconfident. She staged a coup against the current Celestial Spirit King, her father, in an attempt to usurp his throne early, and yet with no backing from her peers, she was cast out from the Celestial Spirit World for her treachery.

Andromeda was left to eventually perish in the human world, her vast power was enough to sustain her for many years. During this time, she could only feel regret for her actions. All the while she discovered life as a mortal being, the bonds of friendship the humans developed with one another. She made her way in the world by joining a Mage Guild, and became a member of a human family. Over the years, her power grew weaker and weaker and yet all she wanted to do was keep helping her friends at the guild, most importantly, one who she considered her lover. In her desperation to keep on living, she saught a means to regain her status as a Celestial Spirit.

And she discovered one, but it was an elementally dark ritual which entailed forging a contract with the night sky. She looked past the dangers of the ritual for the sake of her lover, and followed through. This ritual would bind her to the sky in shackles of darkness, turning her into a constellation, one which did not reside in the Spirit World, yet fed on Celestial Energy. The only way she could be released from these shackles was if her lover unlocked them with the Black Key that became her medium. All of this was acceptable to her. What she didn't anticipate was the ritual transforming her into something otherworldly, something which was awe-inspiring, yet terrified her lover.

Try as she might to explain how little it changed her, her lover could not overcome his fear and pity, and so he refused to summon her, tossing her key in a lake. This left her alone for decades, even centuries, until this black key was found by a young boy who was drowning in the lake. Ever since Andromeda saved his life, Killian has considered her his best friend, or maybe closer to a soul mate. He looks past her visage to see who she really is, and encourages others to do so.Strengths:

While the Night Sky periodically pulls her back, she can be called back almost instantly and keep fighting, good as new.

No Celestial Spirits will recognise her, so anyone can only guess her power set.

Weaknesses:

Less effective against light element users.

If KO'd, needs 5 posts of cooldown to regain her full strength.

Easily misunderstood by people, on account of looking like a glowing shadow monster

Ability:

Void (Active - Area Signature Offensive)Andromeda generates a large ball of darkness emulating the void of space which sucks nearby foes into it with considerable force, akin to a black hole. Enemies within 30 meters will be sucked into the void and suffer 10 dark-elemental damage each unless they can move at or above 22.5 meters/second to resist it's pull effect (or alternatively catch themselves on something sturdy). This ball will also absorb environmental factors like gas or water if sufficiently finite (it can clear out a room full of water or poison gas, but couldn't drain a lake or similarly large body of gas). She can also hurl this ball to alter where the epicenter of the movement effect is, and if she does, she can throw it up to 30 meters away at 22.5 meters/second. She can designate who and what is and isn't affected by Void's pull. When the spell ends it collapses in on itself and blinks out like a flicker of light. This spell can be disassembled with a light elemental spell of similar rank.Duration: InstantCooldown: Once Per Post